Appreciate this! And you are totally right! Not only that you don't even need temp. It can be straight from destination -> source. I'm going to mod the information in the Patreon post (which is public). For those that missed it In the blit secton destination = source; (make note of this set above) ... //cmd.Blit(temp, destination, tintMaterial, 0); (NOT NEEDED) cmd.Blit(destination, source, tintMaterial, 0); You can remove all "temp" code as well
@@benjaminswee-shaders Yes. URP is going to be the future of Unity rendering, so learning post effects and shaders built only in URP (while also learning about the pipeline itself) would be very interesting for me. I'm not sure on how I feel about custom materials instead of Unity's PBR. If it's compatible with Unity's rendering, then I guess it would be worth learning as well. (I'm assuming there's some benefit to the custom approach.) I'm a regular gameplay programmer who wants to explore URP with the help of a rendering professional. (I'm telling you so you know what type of person is asking for a course by you). Do you use a custom approach to materials in your own work? If so, could you give me a simple explanation as to why?
This looks great thank you! I'm getting this error though: Assets\Scripts\Overlay Effects\TintEffectFeature.cs(99,9): error CS0103: The name 'temp' does not exist in the current context Also is this a Standard Surface Shader or an Image Effect Shader in URP?
Hey, I followed the video, and then I copied the code from your patreon, and the component is acting weird. For Multiply, it turns the scene black as soon as I make intensity above 0, whatever the color is. For the other options, it's making some weird behaviour as well. Is it something you saw before?
After investigations : 1 - the effect only works in game view, not in scene view. 2 - the effect only works when anti aliasing in enabled (in the URP asset). If somebody more knowledgeable knows why...?
Why do you Blit from temp to destination to source? Shouldn't you blit from source to temp to destination? I'm really confused.
Appreciate this! And you are totally right! Not only that you don't even need temp. It can be straight from destination -> source. I'm going to mod the information in the Patreon post (which is public). For those that missed it
In the blit secton
destination = source; (make note of this set above)
...
//cmd.Blit(temp, destination, tintMaterial, 0); (NOT NEEDED)
cmd.Blit(destination, source, tintMaterial, 0);
You can remove all "temp" code as well
Awesome stuff so far really like your explanations, and the pace
Thanks!Save my life
Hi Ben! Are you planning on making a URP course?
Hmm yeah, do you think post effects + shaders, built only in URP?
Would you also consider swapping out the Unity's PBR for a custom approach?
@@benjaminswee-shaders Yes. URP is going to be the future of Unity rendering, so learning post effects and shaders built only in URP (while also learning about the pipeline itself) would be very interesting for me.
I'm not sure on how I feel about custom materials instead of Unity's PBR. If it's compatible with Unity's rendering, then I guess it would be worth learning as well. (I'm assuming there's some benefit to the custom approach.)
I'm a regular gameplay programmer who wants to explore URP with the help of a rendering professional. (I'm telling you so you know what type of person is asking for a course by you).
Do you use a custom approach to materials in your own work? If so, could you give me a simple explanation as to why?
This looks great thank you! I'm getting this error though:
Assets\Scripts\Overlay Effects\TintEffectFeature.cs(99,9): error CS0103: The name 'temp' does not exist in the current context
Also is this a Standard Surface Shader or an Image Effect Shader in URP?
Hey, I followed the video, and then I copied the code from your patreon, and the component is acting weird. For Multiply, it turns the scene black as soon as I make intensity above 0, whatever the color is. For the other options, it's making some weird behaviour as well. Is it something you saw before?
After investigations :
1 - the effect only works in game view, not in scene view.
2 - the effect only works when anti aliasing in enabled (in the URP asset).
If somebody more knowledgeable knows why...?
@@othmanmoat Thank you that worked for me! Really weird it does not work in the scene view.
P r o m o s m ✔️